mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-02 16:32:12 +00:00
8a7671ad8b
- renamed APowerMorph::Player to avoid accidental confusion with AActor::player, which in scripting is the same due to case insensitvity. - renamed save key for above variable.
708 lines
20 KiB
C++
708 lines
20 KiB
C++
#include "info.h"
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#include "a_pickups.h"
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#include "a_artifacts.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "gi.h"
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#include "s_sound.h"
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#include "m_random.h"
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#include "a_sharedglobal.h"
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#include "sbar.h"
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#include "a_morph.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "serializer.h"
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#include "p_enemy.h"
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#include "d_player.h"
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#include "r_data/sprites.h"
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static FRandom pr_morphmonst ("MorphMonster");
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void EndAllPowerupEffects(AInventory *item);
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void InitAllPowerupEffects(AInventory *item);
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//---------------------------------------------------------------------------
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//
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// FUNC P_MorphPlayer
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//
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// Returns true if the player gets turned into a chicken/pig.
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//
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// TODO: Allow morphed players to receive weapon sets (not just one weapon),
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// since they have their own weapon slots now.
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//
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//---------------------------------------------------------------------------
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bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntype, int duration, int style, PClassActor *enter_flash, PClassActor *exit_flash)
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{
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AInventory *item;
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APlayerPawn *morphed;
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APlayerPawn *actor;
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actor = p->mo;
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if (actor == nullptr)
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{
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return false;
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}
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if (actor->flags3 & MF3_DONTMORPH)
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{
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return false;
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}
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if ((p->mo->flags2 & MF2_INVULNERABLE) && ((p != activator) || (!(style & MORPH_WHENINVULNERABLE))))
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{ // Immune when invulnerable unless this is a power we activated
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return false;
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}
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if (p->morphTics)
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{ // Player is already a beast
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if ((p->mo->GetClass() == spawntype)
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&& (p->mo->PlayerFlags & PPF_CANSUPERMORPH)
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&& (p->morphTics < (((duration) ? duration : MORPHTICS) - TICRATE))
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&& (p->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true) == nullptr))
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{ // Make a super chicken
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p->mo->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2));
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}
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return false;
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}
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if (p->health <= 0)
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{ // Dead players cannot morph
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return false;
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}
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if (spawntype == nullptr)
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{
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return false;
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}
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if (!spawntype->IsDescendantOf (RUNTIME_CLASS(APlayerPawn)))
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{
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return false;
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}
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if (spawntype == p->mo->GetClass())
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{
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return false;
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}
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morphed = static_cast<APlayerPawn *>(Spawn (spawntype, actor->Pos(), NO_REPLACE));
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EndAllPowerupEffects(actor->Inventory);
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DObject::StaticPointerSubstitution (actor, morphed);
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if ((style & MORPH_TRANSFERTRANSLATION) && !(morphed->flags2 & MF2_DONTTRANSLATE))
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{
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morphed->Translation = actor->Translation;
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}
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if ((actor->tid != 0) && (style & MORPH_NEWTIDBEHAVIOUR))
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{
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morphed->tid = actor->tid;
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morphed->AddToHash ();
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actor->RemoveFromHash ();
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actor->tid = 0;
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}
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morphed->Angles.Yaw = actor->Angles.Yaw;
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morphed->target = actor->target;
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morphed->tracer = actor->tracer;
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morphed->alternative = actor;
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morphed->FriendPlayer = actor->FriendPlayer;
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morphed->DesignatedTeam = actor->DesignatedTeam;
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morphed->Score = actor->Score;
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p->PremorphWeapon = p->ReadyWeapon;
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morphed->special2 = actor->flags & ~MF_JUSTHIT;
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morphed->player = p;
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if (actor->renderflags & RF_INVISIBLE)
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{
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morphed->special2 |= MF_JUSTHIT;
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}
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if (morphed->ViewHeight > p->viewheight && p->deltaviewheight == 0)
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{ // If the new view height is higher than the old one, start moving toward it.
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p->deltaviewheight = p->GetDeltaViewHeight();
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}
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morphed->flags |= actor->flags & (MF_SHADOW|MF_NOGRAVITY);
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morphed->flags2 |= actor->flags2 & MF2_FLY;
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morphed->flags3 |= actor->flags3 & MF3_GHOST;
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AActor *eflash = Spawn(((enter_flash) ? enter_flash : RUNTIME_CLASS(ATeleportFog)), actor->PosPlusZ(TELEFOGHEIGHT), ALLOW_REPLACE);
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actor->player = nullptr;
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actor->alternative = morphed;
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actor->flags &= ~(MF_SOLID|MF_SHOOTABLE);
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actor->flags |= MF_UNMORPHED;
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actor->renderflags |= RF_INVISIBLE;
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p->morphTics = (duration) ? duration : MORPHTICS;
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// [MH] Used by SBARINFO to speed up face drawing
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p->MorphedPlayerClass = spawntype;
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p->MorphStyle = style;
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p->MorphExitFlash = (exit_flash) ? exit_flash : RUNTIME_CLASS(ATeleportFog);
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p->health = morphed->health;
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p->mo = morphed;
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p->Vel.X = p->Vel.Y = 0;
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morphed->ObtainInventory (actor);
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// Remove all armor
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for (item = morphed->Inventory; item != nullptr; )
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{
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AInventory *next = item->Inventory;
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if (item->IsKindOf (RUNTIME_CLASS(AArmor)))
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{
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if (item->IsKindOf (RUNTIME_CLASS(AHexenArmor)))
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{
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// Set the HexenArmor slots to 0, except the class slot.
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AHexenArmor *hxarmor = static_cast<AHexenArmor *>(item);
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hxarmor->Slots[0] = 0;
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hxarmor->Slots[1] = 0;
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hxarmor->Slots[2] = 0;
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hxarmor->Slots[3] = 0;
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hxarmor->Slots[4] = spawntype->HexenArmor[0];
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}
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else
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{
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item->DepleteOrDestroy();
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}
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}
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item = next;
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}
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InitAllPowerupEffects(morphed->Inventory);
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morphed->ActivateMorphWeapon ();
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if (p->camera == actor)
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{
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p->camera = morphed;
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}
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morphed->ScoreIcon = actor->ScoreIcon; // [GRB]
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if (eflash)
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eflash->target = p->mo;
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return true;
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_UndoPlayerMorph
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//
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//----------------------------------------------------------------------------
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bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, bool force)
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{
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AWeapon *beastweap;
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APlayerPawn *mo;
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APlayerPawn *pmo;
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pmo = player->mo;
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// [MH]
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// Checks pmo as well; the PowerMorph destroyer will
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// try to unmorph the player; if the destroyer runs
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// because the level or game is ended while morphed,
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// by the time it gets executed the morphed player
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// pawn instance may have already been destroyed.
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if (pmo == nullptr || pmo->alternative == nullptr)
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{
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return false;
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}
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bool DeliberateUnmorphIsOkay = !!(MORPH_STANDARDUNDOING & unmorphflag);
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if ((pmo->flags2 & MF2_INVULNERABLE) // If the player is invulnerable
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&& ((player != activator) // and either did not decide to unmorph,
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|| (!((player->MorphStyle & MORPH_WHENINVULNERABLE) // or the morph style does not allow it
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|| (DeliberateUnmorphIsOkay))))) // (but standard morph styles always allow it),
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{ // Then the player is immune to the unmorph.
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return false;
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}
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mo = barrier_cast<APlayerPawn *>(pmo->alternative);
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mo->SetOrigin (pmo->Pos(), false);
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mo->flags |= MF_SOLID;
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pmo->flags &= ~MF_SOLID;
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if (!force && !P_TestMobjLocation (mo))
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{ // Didn't fit
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mo->flags &= ~MF_SOLID;
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pmo->flags |= MF_SOLID;
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player->morphTics = 2*TICRATE;
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return false;
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}
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// No longer using tracer as morph storage. That is what 'alternative' is for.
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// If the tracer has changed on the morph, change the original too.
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mo->target = pmo->target;
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mo->tracer = pmo->tracer;
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pmo->player = nullptr;
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// Remove the morph power if the morph is being undone prematurely.
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for (AInventory *item = pmo->Inventory, *next = nullptr; item != nullptr; item = next)
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{
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next = item->Inventory;
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if (item->IsKindOf(RUNTIME_CLASS(APowerMorph)))
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{
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static_cast<APowerMorph *>(item)->SetNoCallUndoMorph();
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item->Destroy();
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}
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}
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EndAllPowerupEffects(pmo->Inventory);
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mo->ObtainInventory (pmo);
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DObject::StaticPointerSubstitution (pmo, mo);
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if ((pmo->tid != 0) && (player->MorphStyle & MORPH_NEWTIDBEHAVIOUR))
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{
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mo->tid = pmo->tid;
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mo->AddToHash ();
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}
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mo->Angles.Yaw = pmo->Angles.Yaw;
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mo->player = player;
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mo->reactiontime = 18;
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mo->flags = ActorFlags::FromInt (pmo->special2) & ~MF_JUSTHIT;
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mo->Vel.X = mo->Vel.Y = 0;
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player->Vel.Zero();
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mo->Vel.Z = pmo->Vel.Z;
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if (!(pmo->special2 & MF_JUSTHIT))
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{
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mo->renderflags &= ~RF_INVISIBLE;
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}
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mo->flags = (mo->flags & ~(MF_SHADOW|MF_NOGRAVITY)) | (pmo->flags & (MF_SHADOW|MF_NOGRAVITY));
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mo->flags2 = (mo->flags2 & ~MF2_FLY) | (pmo->flags2 & MF2_FLY);
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mo->flags3 = (mo->flags3 & ~MF3_GHOST) | (pmo->flags3 & MF3_GHOST);
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mo->Score = pmo->Score;
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InitAllPowerupEffects(mo->Inventory);
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PClassActor *exit_flash = player->MorphExitFlash;
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bool correctweapon = !!(player->MorphStyle & MORPH_LOSEACTUALWEAPON);
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bool undobydeathsaves = !!(player->MorphStyle & MORPH_UNDOBYDEATHSAVES);
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player->morphTics = 0;
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player->MorphedPlayerClass = 0;
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player->MorphStyle = 0;
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player->MorphExitFlash = nullptr;
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player->viewheight = mo->ViewHeight;
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AInventory *level2 = mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true);
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if (level2 != nullptr)
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{
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level2->Destroy ();
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}
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if ((player->health > 0) || undobydeathsaves)
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{
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player->health = mo->health = mo->SpawnHealth();
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}
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else // killed when morphed so stay dead
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{
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mo->health = player->health;
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}
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player->mo = mo;
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if (player->camera == pmo)
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{
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player->camera = mo;
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}
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// [MH]
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// If the player that was morphed is the one
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// taking events, reset up the face, if any;
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// this is only needed for old-skool skins
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// and for the original DOOM status bar.
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if (player == &players[consoleplayer])
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{
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FString face = pmo->GetClass()->Face;
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if (face.IsNotEmpty() && strcmp(face, "None") != 0)
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{
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// Assume root-level base skin to begin with
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size_t skinindex = 0;
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// If a custom skin was in use, then reload it
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// or else the base skin for the player class.
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if ((unsigned int)player->userinfo.GetSkin() >= PlayerClasses.Size () &&
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(size_t)player->userinfo.GetSkin() < numskins)
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{
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skinindex = player->userinfo.GetSkin();
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}
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else if (PlayerClasses.Size () > 1)
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{
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const PClass *whatami = player->mo->GetClass();
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for (unsigned int i = 0; i < PlayerClasses.Size (); ++i)
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{
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if (PlayerClasses[i].Type == whatami)
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{
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skinindex = i;
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break;
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}
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}
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}
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}
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}
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AActor *eflash = nullptr;
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if (exit_flash != nullptr)
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{
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eflash = Spawn(exit_flash, pmo->Vec3Angle(20., mo->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
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if (eflash) eflash->target = mo;
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}
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mo->SetupWeaponSlots(); // Use original class's weapon slots.
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beastweap = player->ReadyWeapon;
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if (player->PremorphWeapon != nullptr)
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{
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player->PremorphWeapon->PostMorphWeapon ();
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}
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else
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{
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player->ReadyWeapon = player->PendingWeapon = nullptr;
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}
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if (correctweapon)
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{ // Better "lose morphed weapon" semantics
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PClassActor *morphweapon = PClass::FindActor(pmo->MorphWeapon);
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if (morphweapon != nullptr && morphweapon->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
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{
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AWeapon *OriginalMorphWeapon = static_cast<AWeapon *>(mo->FindInventory (morphweapon));
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if ((OriginalMorphWeapon != nullptr) && (OriginalMorphWeapon->GivenAsMorphWeapon))
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{ // You don't get to keep your morphed weapon.
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if (OriginalMorphWeapon->SisterWeapon != nullptr)
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{
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OriginalMorphWeapon->SisterWeapon->Destroy ();
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}
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OriginalMorphWeapon->Destroy ();
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}
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}
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}
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else // old behaviour (not really useful now)
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{ // Assumptions made here are no longer valid
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if (beastweap != nullptr)
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{ // You don't get to keep your morphed weapon.
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if (beastweap->SisterWeapon != nullptr)
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{
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beastweap->SisterWeapon->Destroy ();
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}
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beastweap->Destroy ();
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}
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}
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mo->alternative = nullptr;
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pmo->alternative = nullptr;
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pmo->Destroy ();
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// Restore playerclass armor to its normal amount.
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AHexenArmor *hxarmor = mo->FindInventory<AHexenArmor>();
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if (hxarmor != nullptr)
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{
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hxarmor->Slots[4] = mo->GetClass()->HexenArmor[0];
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}
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return true;
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}
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//---------------------------------------------------------------------------
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//
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// FUNC P_MorphMonster
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//
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// Returns true if the monster gets turned into a chicken/pig.
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//
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//---------------------------------------------------------------------------
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bool P_MorphMonster (AActor *actor, PClassActor *spawntype, int duration, int style, PClassActor *enter_flash, PClassActor *exit_flash)
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{
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AMorphedMonster *morphed;
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if (actor == NULL || actor->player || spawntype == NULL ||
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actor->flags3 & MF3_DONTMORPH ||
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!(actor->flags3 & MF3_ISMONSTER) ||
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!spawntype->IsDescendantOf (RUNTIME_CLASS(AMorphedMonster)))
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{
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return false;
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}
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morphed = static_cast<AMorphedMonster *>(Spawn (spawntype, actor->Pos(), NO_REPLACE));
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DObject::StaticPointerSubstitution (actor, morphed);
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if ((style & MORPH_TRANSFERTRANSLATION) && !(morphed->flags2 & MF2_DONTTRANSLATE))
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{
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morphed->Translation = actor->Translation;
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}
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morphed->tid = actor->tid;
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morphed->Angles.Yaw = actor->Angles.Yaw;
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morphed->UnmorphedMe = actor;
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morphed->Alpha = actor->Alpha;
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morphed->RenderStyle = actor->RenderStyle;
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morphed->Score = actor->Score;
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morphed->UnmorphTime = level.time + ((duration) ? duration : MORPHTICS) + pr_morphmonst();
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morphed->MorphStyle = style;
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morphed->MorphExitFlash = (exit_flash) ? exit_flash : RUNTIME_CLASS(ATeleportFog);
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morphed->FlagsSave = actor->flags & ~MF_JUSTHIT;
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morphed->special = actor->special;
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memcpy (morphed->args, actor->args, sizeof(actor->args));
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morphed->CopyFriendliness (actor, true);
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morphed->flags |= actor->flags & MF_SHADOW;
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morphed->flags3 |= actor->flags3 & MF3_GHOST;
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if (actor->renderflags & RF_INVISIBLE)
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{
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morphed->FlagsSave |= MF_JUSTHIT;
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}
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morphed->AddToHash ();
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actor->RemoveFromHash ();
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actor->special = 0;
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actor->tid = 0;
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actor->flags &= ~(MF_SOLID|MF_SHOOTABLE);
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actor->flags |= MF_UNMORPHED;
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actor->renderflags |= RF_INVISIBLE;
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AActor *eflash = Spawn(((enter_flash) ? enter_flash : RUNTIME_CLASS(ATeleportFog)), actor->PosPlusZ(TELEFOGHEIGHT), ALLOW_REPLACE);
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if (eflash)
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eflash->target = morphed;
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return true;
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_UndoMonsterMorph
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//
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// Returns true if the monster unmorphs.
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//
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//----------------------------------------------------------------------------
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bool P_UndoMonsterMorph (AMorphedMonster *beast, bool force)
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{
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AActor *actor;
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if (beast->UnmorphTime == 0 ||
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beast->UnmorphedMe == NULL ||
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beast->flags3 & MF3_STAYMORPHED ||
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beast->UnmorphedMe->flags3 & MF3_STAYMORPHED)
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{
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return false;
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}
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actor = beast->UnmorphedMe;
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actor->SetOrigin (beast->Pos(), false);
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actor->flags |= MF_SOLID;
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beast->flags &= ~MF_SOLID;
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ActorFlags6 beastflags6 = beast->flags6;
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beast->flags6 &= ~MF6_TOUCHY;
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if (!force && !P_TestMobjLocation (actor))
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{ // Didn't fit
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actor->flags &= ~MF_SOLID;
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beast->flags |= MF_SOLID;
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beast->flags6 = beastflags6;
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beast->UnmorphTime = level.time + 5*TICRATE; // Next try in 5 seconds
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return false;
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}
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actor->Angles.Yaw = beast->Angles.Yaw;
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actor->target = beast->target;
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actor->FriendPlayer = beast->FriendPlayer;
|
|
actor->flags = beast->FlagsSave & ~MF_JUSTHIT;
|
|
actor->flags = (actor->flags & ~(MF_FRIENDLY|MF_SHADOW)) | (beast->flags & (MF_FRIENDLY|MF_SHADOW));
|
|
actor->flags3 = (actor->flags3 & ~(MF3_NOSIGHTCHECK|MF3_HUNTPLAYERS|MF3_GHOST))
|
|
| (beast->flags3 & (MF3_NOSIGHTCHECK|MF3_HUNTPLAYERS|MF3_GHOST));
|
|
actor->flags4 = (actor->flags4 & ~MF4_NOHATEPLAYERS) | (beast->flags4 & MF4_NOHATEPLAYERS);
|
|
if (!(beast->FlagsSave & MF_JUSTHIT))
|
|
actor->renderflags &= ~RF_INVISIBLE;
|
|
actor->health = actor->SpawnHealth();
|
|
actor->Vel = beast->Vel;
|
|
actor->tid = beast->tid;
|
|
actor->special = beast->special;
|
|
actor->Score = beast->Score;
|
|
memcpy (actor->args, beast->args, sizeof(actor->args));
|
|
actor->AddToHash ();
|
|
beast->UnmorphedMe = NULL;
|
|
DObject::StaticPointerSubstitution (beast, actor);
|
|
PClassActor *exit_flash = beast->MorphExitFlash;
|
|
beast->Destroy ();
|
|
AActor *eflash = Spawn(exit_flash, beast->PosPlusZ(TELEFOGHEIGHT), ALLOW_REPLACE);
|
|
if (eflash)
|
|
eflash->target = actor;
|
|
return true;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_UpdateMorphedMonster
|
|
//
|
|
// Returns true if the monster unmorphs.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
bool P_UpdateMorphedMonster (AMorphedMonster *beast)
|
|
{
|
|
if (beast->UnmorphTime > level.time)
|
|
{
|
|
return false;
|
|
}
|
|
return P_UndoMonsterMorph (beast);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_MorphedDeath
|
|
//
|
|
// Unmorphs the actor if possible.
|
|
// Returns the unmorphed actor, the style with which they were morphed and the
|
|
// health (of the AActor, not the player_t) they last had before unmorphing.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *morphedhealth)
|
|
{
|
|
// May be a morphed player
|
|
if ((actor->player) &&
|
|
(actor->player->morphTics) &&
|
|
(actor->player->MorphStyle & MORPH_UNDOBYDEATH) &&
|
|
(actor->player->mo) &&
|
|
(actor->player->mo->alternative))
|
|
{
|
|
AActor *realme = actor->player->mo->alternative;
|
|
int realstyle = actor->player->MorphStyle;
|
|
int realhealth = actor->health;
|
|
if (P_UndoPlayerMorph(actor->player, actor->player, 0, !!(actor->player->MorphStyle & MORPH_UNDOBYDEATHFORCED)))
|
|
{
|
|
*morphed = realme;
|
|
*morphedstyle = realstyle;
|
|
*morphedhealth = realhealth;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// May be a morphed monster
|
|
if (actor->GetClass()->IsDescendantOf(RUNTIME_CLASS(AMorphedMonster)))
|
|
{
|
|
AMorphedMonster *fakeme = static_cast<AMorphedMonster *>(actor);
|
|
AActor *realme = fakeme->UnmorphedMe;
|
|
if (realme != NULL)
|
|
{
|
|
if ((fakeme->UnmorphTime) &&
|
|
(fakeme->MorphStyle & MORPH_UNDOBYDEATH))
|
|
{
|
|
int realstyle = fakeme->MorphStyle;
|
|
int realhealth = fakeme->health;
|
|
if (P_UndoMonsterMorph(fakeme, !!(fakeme->MorphStyle & MORPH_UNDOBYDEATHFORCED)))
|
|
{
|
|
*morphed = realme;
|
|
*morphedstyle = realstyle;
|
|
*morphedhealth = realhealth;
|
|
return true;
|
|
}
|
|
}
|
|
if (realme->flags4 & MF4_BOSSDEATH)
|
|
{
|
|
realme->health = 0; // make sure that A_BossDeath considers it dead.
|
|
A_BossDeath(realme);
|
|
}
|
|
}
|
|
fakeme->flags3 |= MF3_STAYMORPHED; // moved here from AMorphedMonster::Die()
|
|
return false;
|
|
}
|
|
|
|
// Not a morphed player or monster
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// EndAllPowerupEffects
|
|
//
|
|
// Calls EndEffect() on every Powerup in the inventory list.
|
|
//
|
|
//===========================================================================
|
|
|
|
void EndAllPowerupEffects(AInventory *item)
|
|
{
|
|
while (item != NULL)
|
|
{
|
|
if (item->IsKindOf(RUNTIME_CLASS(APowerup)))
|
|
{
|
|
static_cast<APowerup *>(item)->EndEffect();
|
|
}
|
|
item = item->Inventory;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// InitAllPowerupEffects
|
|
//
|
|
// Calls InitEffect() on every Powerup in the inventory list.
|
|
//
|
|
//===========================================================================
|
|
|
|
void InitAllPowerupEffects(AInventory *item)
|
|
{
|
|
while (item != NULL)
|
|
{
|
|
if (item->IsKindOf(RUNTIME_CLASS(APowerup)))
|
|
{
|
|
static_cast<APowerup *>(item)->InitEffect();
|
|
}
|
|
item = item->Inventory;
|
|
}
|
|
}
|
|
|
|
// Base class for morphing projectiles --------------------------------------
|
|
|
|
IMPLEMENT_CLASS(AMorphProjectile, false, false, false, false)
|
|
|
|
DEFINE_FIELD(AMorphProjectile, PlayerClass)
|
|
DEFINE_FIELD(AMorphProjectile, MonsterClass)
|
|
DEFINE_FIELD(AMorphProjectile, MorphFlash)
|
|
DEFINE_FIELD(AMorphProjectile, UnMorphFlash)
|
|
DEFINE_FIELD(AMorphProjectile, Duration)
|
|
DEFINE_FIELD(AMorphProjectile, MorphStyle)
|
|
|
|
int AMorphProjectile::DoSpecialDamage (AActor *target, int damage, FName damagetype)
|
|
{
|
|
if (target->player)
|
|
{
|
|
P_MorphPlayer (NULL, target->player, PlayerClass, Duration, MorphStyle, MorphFlash, UnMorphFlash);
|
|
}
|
|
else
|
|
{
|
|
P_MorphMonster (target, MonsterClass, Duration, MorphStyle, MorphFlash, UnMorphFlash);
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
void AMorphProjectile::Serialize(FSerializer &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
auto def = (AMorphProjectile*)GetDefault();
|
|
arc("playerclass", PlayerClass, def->PlayerClass)
|
|
("monsterclass", MonsterClass, def->MonsterClass)
|
|
("duration", Duration, def->Duration)
|
|
("morphstyle", MorphStyle, def->MorphStyle)
|
|
("morphflash", MorphFlash, def->MorphFlash)
|
|
("unmorphflash", UnMorphFlash, def->UnMorphFlash);
|
|
}
|
|
|
|
|
|
// Morphed Monster (you must subclass this to do something useful) ---------
|
|
|
|
IMPLEMENT_CLASS(AMorphedMonster, false, true, false, false)
|
|
|
|
IMPLEMENT_POINTERS_START(AMorphedMonster)
|
|
IMPLEMENT_POINTER(UnmorphedMe)
|
|
IMPLEMENT_POINTERS_END
|
|
|
|
DEFINE_FIELD(AMorphedMonster, UnmorphedMe)
|
|
DEFINE_FIELD(AMorphedMonster, UnmorphTime)
|
|
DEFINE_FIELD(AMorphedMonster, MorphStyle)
|
|
DEFINE_FIELD(AMorphedMonster, MorphExitFlash)
|
|
|
|
void AMorphedMonster::Serialize(FSerializer &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc("unmorphedme", UnmorphedMe)
|
|
("unmorphtime", UnmorphTime)
|
|
("morphstyle", MorphStyle)
|
|
("morphexitflash", MorphExitFlash)
|
|
("flagsave", FlagsSave);
|
|
}
|
|
|
|
void AMorphedMonster::Destroy ()
|
|
{
|
|
if (UnmorphedMe != NULL)
|
|
{
|
|
UnmorphedMe->Destroy ();
|
|
}
|
|
Super::Destroy ();
|
|
}
|
|
|
|
void AMorphedMonster::Die (AActor *source, AActor *inflictor, int dmgflags)
|
|
{
|
|
// Dead things don't unmorph
|
|
// flags3 |= MF3_STAYMORPHED;
|
|
// [MH]
|
|
// But they can now, so that line above has been
|
|
// moved into P_MorphedDeath() and is now set by
|
|
// that function if and only if it is needed.
|
|
Super::Die (source, inflictor, dmgflags);
|
|
if (UnmorphedMe != NULL && (UnmorphedMe->flags & MF_UNMORPHED))
|
|
{
|
|
UnmorphedMe->health = health;
|
|
UnmorphedMe->Die (source, inflictor, dmgflags);
|
|
}
|
|
}
|
|
|
|
void AMorphedMonster::Tick ()
|
|
{
|
|
if (!P_UpdateMorphedMonster (this))
|
|
{
|
|
Super::Tick ();
|
|
}
|
|
}
|